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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:21
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Urgh, this is getting annoyingly complicated 
There are 3 situations:
1/ Wonders only
2/ Both Codes
3/ City X only
1/ I've done it. It needs a bit of polishing, but its in the DB, and I'm happy with it, until the Tile File is done
http://ctpmodmakers.250free.com/Wom...ewondersmod.zip
2/ You've done it. The last code you posted (without the wonder creation code in it, please) is fine for this. Use the TileHasWonder with the 10 tile improvements I use in the wonder code - the default game. Then the pair of mods work in conjunction, over the default game.
3/ IMO, you need to make a different SLIC file - perhaps even make them different ModSwapper options, CityX with Wonders, and CityX without wonders - and make it so that the wonders are not even mentioned.
I don't *think* there is any conflict between the two codes, working over the default game. When the default version is complete, bug-free, and published; then make Wes, Dave, Martin, and Dale(?) aware of this, so that versions can be made for the 'big' mods.
quote:
I wanted you to really consider use the TileHasWonder function. it will make the combo setting up much easier. |
No it won't, because it'll be using one function in two files, so if you change your mind, and only use one, it won't work. Trust me - its more hassle in the end. The easier way would be to use two TileHasWonder functions, (named differently of course...) in two different files.
Setting up mods on a thousand PCs ('Poly pack download count) is a house of cards. If too much relies on too much else, the whole thing screws up. Not everybody comes online every day to get the latest release
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:21
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All asnwers goes to my city expansion and wonder expansion.
quote: Originally posted by Dale
Questions:
1- How stable/bug-free is the wonder code? (IE: Will there be any major patches to the code needed)
2- How stable/bug-free is the city expansion code? (IE: Will there be any major patches to the code needed) |
For both of my codes i never got crashes with it. Even in the ealy version. And i test it really hard. with dozens of wonders built by one single city (for the wonder code) even the Great Wall placed over other wonders problem is fixed (its place is saved until it is not built). And city size up to 120 (maximum) at all ages having the placements placed with amazing precision. All bugs fixed here were caused wrong use of variables but i cant find any of them anymore so i dont think patch will be needed. In-game the code was a sucess. I already played 200 turs with dozens of other people slics (I am using at my unfinished mod). And not a problem at all. I am going to start a whole game testing tomorrow. If any problem appears i tell you.
The only problem that you may think is cities with the same owner squeezed together (this means a not perfect radius). This may cause placements of one city in the other one
quote: Originally posted by Dale
4- Let's just say I wanted to capture every third pop-growth point in a city via SLIC and use that pop-point for something else, what affect would your two codes have on this plan, and vice-versa? |
As for the wonders it wont affect nothing. but for the cities depends on what you mean by that. The city expasion is triggered by the MakePop event. When it happens the city checks the size of the city if it is a multiple of three it makes the city grow.
But i also use the KillPop event. When this event is triggered it check the size of the city if it is a multiple of three minus 1 it replaces a city improvements by a dead city one. KillCity, CreatePark are coverd killing all tiles around the city depending on its size. BuildUnit (settlers, Urban Planners and Sea engineers), PlagueCity, Slave RaidCity, UndergroundRailWay is also covered and creates a dead city. And nuke city also kill cities
improvements
quote: Originally posted by Dale
5- What files need modifying, or is it all in the readmes?
tileimp.txt only. I plan to add some messages but so far only the tileimp.txt (of course the til file too).
6- If I add another settler-type unit, say "Colonist", do I need to change anything in the two codes? (I'm assuming you've used functions like AddPop, RemovePop etc)
I suppose that's enough at this point. |
Probably not. I added the BuildUnit event but i dont know if the reducing of the city is caused by this event (it seemed to be bugged before) or the KillPop one. But the if there is the need of an addition it willl be one line only.
Those function arent in the code. RemovePop is only to prevent the cities to grow if there is no place to expand.
Here is the draft of the read me for the cityX
Attachment: cityx.zip
This has been downloaded 6 time(s).
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:21
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quote: Originally posted by Dale
Questions:
1- How stable/bug-free is the wonder code? (IE: Will there be any major patches to the code needed) |
It needs one update, but I'm waiting until the tile file is public, so the update needs only to be text and code - next week.
quote:
3- IW: Any plans to incorporate the other wonders we've been PMing about? |
Yes, they'll be in the Tile File, and I'll finish the code soon.
quote:
4- Let's just say I wanted to capture every third pop-growth point in a city via SLIC and use that pop-point for something else, what affect would your two codes have on this plan, and vice-versa? |
No effect on the wonder code.quote:
5- What files need modifying, or is it all in the readmes? |
Its in the readme, but for the Apolyton Pack, I think it is just APOL_tileimp.txt
quote:
6- If I add another settler-type unit, say "Colonist", do I need to change anything in the two codes? (I'm assuming you've used functions like AddPop, RemovePop etc)
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Nothing to change in the wonder code.
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:21
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who checks the files?
Last edited by Pedrunn on 24-08-2002 at 09:16
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All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
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